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Enhanced textures detail (UV-tweaks)
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About this mod
Enhances your existing textures without performance loss
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
File credits
Langley02 for Windhelm grave texture
Renthal311 for his woven fence meshes
http://www.nexusmods.com/skyrim/mods/78244/?
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Version 1.5RG
Version 1.3RG
Version 1.2RG
Version 1.1RG
Version 1.1.5
Added improved 3d ropes to farmhouses and walkways
Added 4 SHD rock meshes
Version 1.1.4
Version 1.1.3
Version 1.1.2
Version 1.1.1
Version 1.1
Version 1.0t
Version 1.0.9
Combined updates and patches
Fixed a few SHD rock mesh structures for correct textureset application
Version 1.0.8
Version 1.0.7
Version 1.0.6
Version 1.0.5
A few meshes in Windhelm updated to fix some small visual glitches with the new engine
Multiple small updates and fixes to farmhouses
Some tree clutter fixes
Normal bridges removed from archive
Supplied textures updated to include better resolution version from SSE for objects which aren’t scaled
Version 1.0.4
Version 1.0.3
Optional tree cut texture added for enhanced resolution of tree clutter
Mountains cleaned up to provide a better distant view
Dirtcliffs cleaned up and changed to provide a better distant view
All the unnecessary dirtcliff options removed so as not to confuse users
Stonewalls unbundled from farmhouse during segmented installation and are now a separate item
Denser stonewalls option removed as it was only causing confusion
Roads mesh edits have been removed and stones on bridges reset to vanilla scaling for better distant view
Recent Helgen burnt log bug fixes included in the installer
Slightly edited woodwall texture for farmhouses added to the installer
Version 1.0.2
Premium membership donations accepted
THIS IS NOT A RETEXTURE MOD AND IT WILL USE YOUR EXISTING TEXTURES!
more information after the videos
Forewarning:
While greatly enhancing close distance and close-up detail of your textures on many objects, the general look of your texture on these objects will be altered (watch videos to understand exactly what I mean), so if you are not bothered by close distance and close-up detail of textures and you like how your medium-distance and distant objects look then this mod will not be of any help to you, but if you are annoyed by the constant smudged textures you see when you walk too close to objects, then this mod will be very helpful.
Basic information:
This mod will increase texture quality for all your existing textures and any other new textures that you will download in the future, for objects that I edited. Your textures will remain the same, but their pattern will appear smaller (that’s how we get extra close-up detail from them). And if you don’t like the look of your old texture for a particular object with a smaller pattern after installing ETD, you can just install a new texture (as you normally would, no extra work needed) for that object that has a larger image pattern to begin with, so even if the pattern is made smaller by ETD, they’ll still look good for you, but also have an enhanced close-distance detail.
While I have edited alot of objects (1085 so far), it does not increase texture detail on absolutely everything yet, to find out which objects I edited so far, read this information in the installer window.
And because we are using the same texture and only really changing the method of how this preloaded texture is applied onto an object mesh, even after increasing the resolution and detail of your texture, your performance will not be affected in any way.
That’s all you need to know to start using it, but you can
More information and some of the known drawbacks of this method:
This mod mostly contains vanilla meshes with changed UV-maps.
This mod will enhance texture detail of modified objects (through installation of supplied meshes) by letting the mesh faces use larger area of the loaded texture and allowing the mesh itself to use more samples of the same texture to effectively multiply the resolution.
Before this mod, to get a higher clarity image, you’d need to upgrade your texture resolution, which came at the cost of more Vram. And on some objects, even having 4k textures wasn’t making them look as good as you’d expect, this can happen if the face of any particular mesh is using too small an area of the texture relative to it’s size. When we edit the UV-map, we can make mesh faces use a larger area of any texture that’s loaded for it, or by letting the mesh use more samples of the same texture where needed, and all at the cost of 0 extra Vram or GPU utilization. While this mod mostly benefits people who use low resolution textures to save Vram, it will still work even if you use 4k textures, although unless you play on a 4k monitor, it’s positive effects will be somewhat limited to meshes which had terrible UV-maps to begin with.
However, because we are now letting each mesh face use a much large area of the same texture, the repetitive pattern may become obvious when used in conjunction with particular textures that aren’t well suited.
So, keeping all this in mind, there are 3 possible drawbacks (i like to think of them as trade-offs) that you should be prepared to encounter:
1) Because we are now letting each mesh face use a much larger area of the same texture, you may sometimes notice that the texture on a distant object looks repetitive, this happens if the texture you use, uses a very distinctive pattern and when you look at this object from a distance, it becomes obvious that the same texture is being applied more than once. In 70% of the cases, this can be solved by using a different texture that doesn’t have distinct patterns that you can easily tell apart. On my end, to hide repetition, I do use reduced scaling where the objects are in the open space and are often viewed from the distance and I try to move the texture patterns around where seams are not an issue, but to get extra resolution with no performance impact this mod depends on texture repetition, so on certain objects it’s just not possible to do anything about it and this should be expected.
2) For outside objects like Forts, the transition from distant object (LOD) to a real model will become much more obvious, as the texture pattern on the real model is much smaller than it was on the LOD model. I personally used DynDoLod to give Fort LODs a smaller texture pattern, but without DynDoLod i’m not sure how to address this yet. Don’t select Forts (exterior) option during installation if this bothers you.
3) Depending on the texture you use, you may notice seams at the locations where the textures are being connected.
This happens because the texture imagespace only used a single stretched texture, and when we increase the amount of textures for that same imagespace, If the textures are not seamless, a seam may appear at the connection points of these textures. This issue however, is pretty rare.
Installation
FOMOD installer is now included for an easy installation process.
Installer contains an all in one installation process which will install all the available meshes and a segmented installation which will let you selectively pick which objects you would like this mod to apply to. Both these installer options have a full SMIM compatibility setting, which will remove any conflicting files from installation process.
To uninstall simply delete the mod and if you were using SMIM or other meshes that you’ve overwritten, install them again.
All the folders inside core folder of the archive are named according to what they change, just copy meshes and textures folders and put them inside skyrim sse/data folder
All folders inside Vanilla_textures folder are optional, you don’t really need them but you can install them if you want original Bethesda textures instead of the new ones that Bethesda rolled out with SSE.
Optional files are located inside the optional folder.
More detailed information is provided in the first sticky post in the comments section.
Credits:
Renthal311 for allowing me to use his woven fence meshes as part of my farmhouses enhancements.
Langley02 for providing grave textures for Windhelm graveyard.
Cabal120 for providing a stonewall texture.
Permissions:
You are free to use any of my work in your mods, it’d be nice to get credited if you do, but whatever, as long as your work benefits our community i’m happy.
Проект ‘Оптимизация Скайрима’ (SE) | Skyrim Project Optimization SE
Автор данного мода сделал этот проект с целью повысить производительность практически в любом интерьере (только в домах и зданиях) в игре Skyrim SE и всех DLC, где это возможно. Если вы используете очень требовательные моды такие как Realistic Lighting Overhaul (RLO), Enhanced Lights and FX (ELFX) или разные варианты ENBs, тогда этот мод для вас, это позволит игре повысить fps в зависимости от вашего оборудования от 5 до 35%. Даже если вы не пользуетесь требовательными к ресурсам модами или вообще играете в оригинальную игру без установленных модов, этот мод всё равно будет повышать производительность игры. Иными словами, этот мод является обязательным, если вы хотите повысить производительность в интерьерах без понижения качества графики!
Обновление:1.3
* Внесены изменения и исправления из последней версии неофициального патча USSEP. Сам патч USSEP не является обязательным, но полностью совместим.
Что такое Occlusion Culling:
Ситуация, в которой два объекта расположены приблизительно на одной линии и один объект, расположенный ближе к виртуальной камере или порту просмотра, частично или полностью закрывает видимость другого объекта. В графическом конвейере используется «окклюзивное обрезание» (англ. occlusion culling) для удаления скрытых поверхностей прежде, чем к ним начнут применяться растеризация и шейдеры. Простыми словами, в игре идёт захват и проработка графическим движком всех видимых и невидимых объектов (которые за стенами или выше или ниже на этажах), но это нагружает память и графический чипсет, зачем игре прорабатывать те объекты, которые вы всё равно не видите, за счёт этого «окклюзивного обрезания», будет высвобождаться графическая память и в следствии чего повышаться fps. Объекты не удаляются, а просто отключаются когда не видимы или не в поле зрения.
Совместимость:
Этот мод совместим с любым модом, при условии, что они не добавляют окклюзионные уровни/кубы на те же интерьеры моего мода. Насколько я знаю, нет ни одного мода, который добавляет окклюзионные плоскости в игру, так что этот мод на 100% совместим с другими модами!
Мод также был отредактирован для полной поддержки USSEP
Места где оптимизирована и увеличена производительность от 5 до 35%:
* В общем в 157 домах и зданиях самой игры и всех DLC
— Вайтран (все дома)
— Рифтен (все дома)
— Солитьюд (все дома)
— Виндхельм (все дома)
— Маркарт (все дома)
— Данстар (все дома)
— Фолкрит (все дома)
— Морфал (все дома)
— Винтерхолд (все дома)
— Драконий предел
— Хелген (все дома)
— Высокий Хротгар (все дома)
— Иварстед (все дома)
— Карвастен (все дома)
— Ривервуд (все дома)
— Рорикстед (все дома)
— Камень шора
— Интерьеры из DLC Dawnguard, Dragonborn, Hearthfire
— Другие места
Требования:
Skyrim SE 1.5.39.0.8 и выше
USSEP (ОЧЕНЬ и настоятельно рекомендуется, но это не требование)
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Simply Optimized Textures for SSE
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Optimized Texture For Skyrim Special Edition.
Reduce the filesize of unoptimized vanilla texture
This mod does not have any known dependencies other than the base game.
Author’s instructions
File credits
AdPipino for Optimizer Textures (Ordenador)
Donation Points system
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Nothing much to say here.
I primarily did it for myself but though it could be useful for other people.
Description:
This mod basically provide optimized version for all the un-optimized vanilla texture (around 4.500 of them + 15.000 other for the Distant Terrain).
Some (thousands) textures From the original BSA are saved in a wrong format (usually DXT5 without alpha) resulting in a waste a Vram.
I just found them and converted them in the right format (DXT1 in this case).
This allow a reduced Vram consumption, more FPS, and no quality change (well if you compare very carefully the converted textures with the originals ones you may notice some pixels have changed. )
No problems or quality loss are to be expected.
Benefit:
— No quality loss
— Less than 0.1% of quality loss (for diffuse textures)
— Free Vram reduction
— Free more FPS
Installation:
-Drag and Drop in you Data folder or use NMM as usual.
-Be sure to NEVER OVERWRITE ANYTHING when installing. Just say no to all for overwrite if asked. You will have to overwrite texture from this mod every time an other mod ask for it.
-If you are using mod manager load this mod the higher possible (or with the lower priority possible).
Credit :
-AdPipino for his amazing tool
-Bethesda for the originals Textures.
-You are free to use files from this mod in your mod (or upload a modified version of it), credit are appreciated but not needed.
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FXAA Post Process Injector
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About this mod
Enhance your graphics with FXAA and post-processing effects. Highly customizable with minimal performance impact.
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Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Injection method provided by:
[some dude]
——————————
Code added and aranged by:
[some dude]
BeetleatWar1977
[DKT70]
Violator
fpedace
—————————-
Donation Points system
This mod is not opted-in to receive Donation Points
To change mod settings, open FXAA Tool from your desktop or start menu and adjust sliders.
Automatic:
Run the installer. Make sure you double check which directory it is extracting to. It should extract to Skyrim’s main directory with the game executable (TESV.exe). Run FXAA_Tool.exe to change settings.
Manual:
Extract the contents from one of the folders into your main Skyrim directory w/ the game executable. Usually:
C:Program FilesSteamsteamappscommonskyrim
OR
C:Program Files (x86)Steamsteamappscommonskyrim
————————————————————————————————————————————————————————————
1.3 & 1.2
Open injFX_Settings.h and adjust the values.
You do not need to restart your game every time you want to change a setting. Results can be seen by alt tabbing or minimizing/maximizing the game. (Full screen only)
PAUSE Key : Enable/Disable Effects In-Game
Delete the files. If you used the installer, uninstall FXAA Post-Process Injector from the list of programs in your Control Panel or by running Uninstall.exe in your Skyrim directory. Make sure all of the files are deleted:
injFX_Shaders folder
FXAA_Tool.exe,
injFX_Settings.h
shader.fx
d3d9.dll
log.txt
Compatible with both ATI and Nvidia graphics cards.
Not compatible with any mod that overwrites d3d9.dll except ENBSeries.
For ENBSeries and ENBSeries based mods:
Rename the DLL of this mod to something else (for example, d3d9injFX.dll). Open enblocal.ini and change the following lines:
EnableProxyLibrary=false
InitProxyFunctions=true
ProxyLibrary=other_d3d9.dll
to
EnableProxyLibrary=true
InitProxyFunctions=true
ProxyLibrary=d3d9injFX.dll (or whatever you named the DLL)
Make sure you are renaming the DLL of this mod and not ENBSeries’ DLL.
If you’re experiencing issues related to missing DLL errors, or have problems with the mod’s DLL, make sure you have the latest DirectX runtime installed.
If you are experiencing crashes, set the Skyrim executable (TESV.exe) to run as administrator.
(Right click TESV.exe > Properties > Compatibility > Check «Run this program as administrator.»)
Turn off any on-screen display programs and monitoring tools such as Fraps, ATI Tray Tools, MSI Afterburner, GPU-Z, XFire etc.
Disable v-sync if experiencing sluggish FPS or mouse lag.
Certain SkyrimPrefs.ini graphical tweaks may cause instability and crashes.
Blurry or crisp UI text is a side effect of the mod and cannot be fixed. Post-processing affects the entire image, and therefore it is not possible to exclude the UI.
FXAA Tool created by:
Violator
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Skyrim Project Optimization SE
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This is a mod aimed at improving performance in almost all INTERIORS of Skyrim while staying clean as a mod by using the built-in engine feature: Occlusion Culling Planes.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Bethesda (For making this amazing game)
RGabriel15 (For his phenomenal work on the original mod)
RumblestrutCovey (For providing me with the «No Homes» version of the mod)
Donation Points system
This mod is opted-in to receive Donation Points
Translations available on the Nexus
Version 1.4
Version 1.3
Version 1.2
Version 1.0

This is a performance boosting mod originally released for Oldrim. Seeing that this fantastic mod had not been ported to SSE, I decided to port it myself. Below is a description of the mod taken from the Oldrim Page. I have received permission from RGabriel15 to port this mod.
This mod started as an attempt to improve the performance losses in some interiors when using Realistic Lighting Overhaul, up to version 4.0.6. Initially it was called Occlusion Culling Performance Patch (OCPP) on RLO page, but then I decided to expand things.
I started this new project with the goal to improve the performance in every interior as possible for everybody.
If you use highly demanding mods as Realistic Lighting Overhaul (RLO), Enhanced Lights and FX (ELFX) or ENB’s then this mod is for you as it will give you some fps boost depending on your hardware. Even if you are not using any demanding mod or just playing the vanilla game, this mod will improve your performance.
In other words. this mod is a MUST if you want better performance in interiors for FREE!
Yeah, this mod don’t remove anything from the game neither will make your graphics looks worse. You will play the game the way it is, but with more performance!
FOR A LIST OF INTERIORS OPTIMIZED BY THIS MOD, THIS IMAGE LISTS THEM ALL: https://i.postimg.cc/1yPy4sQc/Edited-Locations.jpg

I used a feature called Occlusion Culling, where I manually put occlusion planes in some spots of the interiors to improve performance.
What these occlusion planes do is un-render parts of the cell/objects/NPC’s that are not being seen by the player, in most cases behind a wall or above/below floors (occluded).
Why make your hardware render things when they are not being seen, right?!
Occlusion Culling is an old technique used in lots of games including Skyrim, so don’t worry about any damage to your hardware because what it does is the opposite:
If less things are being drawn on-screen at the same time, it means your hardware is using less processing power to achieve the same thing, and it automatically converts into better performance.


This mod is compatible with any mod out there, providing they don’t add occlusion planes/cubes on the same interiors of my mod.
Essentially, the occlusion culling planes this mod adds are hidden within the walls of buildings. So all you need to do to ensure compatibility is to make sure you don’t have any mods installed that alters the actual architecture of the buildings.
The mod has also been edited to fully support USSEP.
INCORRECT LOAD ORDER:

USSEP (STRONGLY RECOMMENDED) : https://www.nexusmods.com/skyrimspecialedition/mods/266/
CREDITS:
Bethesda (For making the game)
RGabriel15 (For making this wonderful mod)